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Tricks of the Mac Game Programming Gurus
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14 - Glypha III
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Glypha III source
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GlyphaIII Code ƒ
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SetUpTakeDown.c
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1995-03-24
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//============================================================================
//----------------------------------------------------------------------------
// SetUpTakeDown.c
//----------------------------------------------------------------------------
//============================================================================
// The below functions are grouped here becuase they are only called once when…
// Glypha either starts up or quits.
#include "Externs.h"
#include <Palettes.h> // Need "Palettes.h" for the depth calls.
#define kHandPictID 128 // These are all the resource ID's for…
#define kHandMaskID 129 // the various PICT's were going to…
#define kBackgroundPictID 130 // load up into offscreen pixmaps and…
#define kHelpPictID 131 // offscreen bitmaps.
#define kObeliskPictID 134
#define kPlayerPictID 135
#define kPlayerMaskID 136
#define kNumberPictID 137
#define kIdlePictID 138
#define kEnemyWalkPictID 139
#define kEnemyFlyPictID 140
#define kEnemyWalkMaskID 141
#define kEnemyFlyMaskID 142
#define kFlamePictID 143
#define kEggPictID 144
#define kEggMaskID 145
#define kPlatformPictID 146
#define kEyePictID 147
#define kEyeMaskID 148
Boolean DoWeHaveColor (void); // Prototypes to below functions that are…
Boolean DoWeHaveSystem605 (void); // called locally. These aren't really…
short WhatsOurDepth (void); // necessary, but I don't enjoy relying on…
Boolean CanWeDisplay8Bit (GDHandle); // the compiler to second guess me.
void SwitchToDepth (short, Boolean);
short wasDepth; // Only global variable defined here.
// Other global variables defined elsewhere.
extern Rect mainWindowRect, backSrcRect, workSrcRect, obSrcRect, playerSrcRect;
extern Rect numberSrcRect, idleSrcRect, enemyWalkSrcRect, enemyFlySrcRect;
extern Rect obeliskRects[4], playerRects[11], numbersSrc[11], numbersDest[11];
extern Rect platformRects[6], touchDownRects[6], enemyRects[24], handSrcRect;
extern Rect flameSrcRect, flameDestRects[2], flameRects[4], platformCopyRects[9];
extern Rect enemyInitRects[5], eggSrcRect, platformSrcRect, helpSrcRect;
extern Rect handRects[2], grabZone, eyeSrcRect, eyeRects[4];
extern GDHandle thisGDevice;
extern CGrafPtr backSrcMap, workSrcMap, obeliskSrcMap, playerSrcMap;
extern CGrafPtr numberSrcMap, idleSrcMap, enemyWalkSrcMap, enemyFlySrcMap;
extern CGrafPtr flameSrcMap, eggSrcMap, platformSrcMap, helpSrcMap, handSrcMap;
extern CGrafPtr eyeSrcMap;
extern GrafPtr playerMaskMap, enemyWalkMaskMap, enemyFlyMaskMap, eggMaskMap;
extern GrafPtr handMaskMap, eyeMaskMap;
extern WindowPtr mainWindow;
extern RgnHandle playRgn;
extern MenuHandle appleMenu, gameMenu, optionsMenu;
extern long theScore, wasTensOfThousands;
extern short numLedges, beginOnLevel, levelOn, livesLeft;
extern Boolean quitting, playing, pausing, switchedOut, canPlay, whichList;
extern Boolean helpOpen, scoresOpen, openTheScores;
//============================================================== Functions
//-------------------------------------------------------------- ToolBoxInit
// Here's the first function you ever call in Glypha (or any Mac program for…
// that matter). The calls herein MUST be called before you do anything else.
// Otherwise, you'll get all sorts of System Errors.
void ToolBoxInit (void)
{
InitGraf(&qd.thePort); // Initialize QuickDraw variables for our program.
InitFonts(); // Initialize fonts.
FlushEvents(everyEvent, 0); // Clear event queue of any pending events.
InitWindows(); // Initialize the Window Manager.
InitMenus(); // Ditto for the Menu Manager.
TEInit(); // blah, blah Text Edit.
InitDialogs(0L); // blah, blah Dialog Manager.
InitCursor(); // Set the cursor to the arrow cursor and init.
MaxApplZone(); // Grab application memory.
MoreMasters(); // Allocate a block of master pointers.
MoreMasters(); // And allocate more.
MoreMasters(); // And more.
MoreMasters(); // Hey, lets do it again too.
switchedOut = FALSE; // We "should" be the foreground app at this time.
GetDateTime((unsigned long *)&qd.randSeed); // Randomize random seed.
}
//-------------------------------------------------------------- DoWeHaveColor
// Simple function that returns TRUE if we're running on a Mac that…
// is running Color Quickdraw.
Boolean DoWeHaveColor (void)
{
SysEnvRec thisWorld;
SysEnvirons(2, &thisWorld); // Call the old SysEnvirons() function.
return (thisWorld.hasColorQD); // And return whether it has Color QuickDraw.
}
//-------------------------------------------------------------- DoWeHaveSystem605
// Another simple "environment" function. Returns TRUE if the Mac we're running…
// on has System 6.0.5 or more recent. (6.0.5 introduced the ability to switch…
// color depths.)
Boolean DoWeHaveSystem605 (void)
{
SysEnvRec thisWorld;
Boolean haveIt;
SysEnvirons(2, &thisWorld); // Call the old SysEnvirons() function.
if (thisWorld.systemVersion >= 0x0605)
haveIt = TRUE; // Check the System version for 6.0.5…
else // or more recent
haveIt = FALSE;
return (haveIt);
}
//-------------------------------------------------------------- WhatsOurDepth
// Function returns the current bit depth. For example, 4 = 16 colors, 8 = 256…
// colors. Note, this function assumes System 6.0.5 or more recent and Color…
// Quickdraw capable. You should haved called the previous two functions before…
// attempting this call.
short WhatsOurDepth (void)
{
short thisDepth;
char wasState;
if (thisGDevice != 0L) // Make sure we have device handle.
{
wasState = HGetState((Handle)thisGDevice); // Remember the handle's state.
HLock((Handle)thisGDevice); // Lock the device handle down.
// Get it's depth (pixelSize).
thisDepth = (**(**thisGDevice).gdPMap).pixelSize;
HSetState((Handle)thisGDevice, wasState); // Restore handle's state.
}
else
RedAlert("\pUnknown Error."); // Post generic error message.
return (thisDepth); // Return screen depth.
}
//-------------------------------------------------------------- CanWeDisplay8Bit
// Simple function that returns TRUE if the current device (monitor) is…
// capable of displaying 256 colors (or grays). This function, the one above,…
// and many following functions assume we have System 6.0.5 or more recent and…
// are capable of Color QuickDraw.
Boolean CanWeDisplay8Bit (GDHandle theDevice)
{
short canDepth;
Boolean canDo;
canDo = FALSE; // Assume intially that we can't display 8 bit.
// Call HasDepth() to see if monitor supports 8 bit.
canDepth = HasDepth(theDevice, 8, 1, 0);
if (canDepth != 0) // If HasDepth() returned anything other than 0…
canDo = TRUE; // we can indeed switch it to 8 bit.
return (canDo); // Return the result.
}
//-------------------------------------------------------------- SwitchToDepth
// This handy function forces the device (monitor) in question to switch…
// to a specific depth. We'll call this function if we need to switch to…
// 8-bit (256 colors). We should have called the above function first in…
// order to be sure that we CAN in fact switch this monitor to 8-bit.
void SwitchToDepth (short newDepth, Boolean doColor)
{
OSErr theErr;
short colorFlag;
char tagByte;
if (doColor) // We can switch to either colors or grays.
colorFlag = 1;
else
colorFlag = 0;
if (thisGDevice != 0L) // Make sure we have a device.
{ // Remember handle's state (as usual).
tagByte = HGetState((Handle)thisGDevice);
HLock((Handle)thisGDevice); // Lock it.
// Call SetDepth() (System 6.0.5 or more recent).
theErr = SetDepth(thisGDevice, newDepth, 1, colorFlag);
// Restore handle's state.
HSetState((Handle)thisGDevice, tagByte);
if (theErr != noErr) // If call failed, go to error dialog.
RedAlert("\pUnknown Error.");
}
else // Call error dialog if no device handle.
RedAlert("\pUnknown Error.");
}
//-------------------------------------------------------------- CheckEnvirons
// This is the "wrapper" function that calls all the above functions.
// After calling ToolBoxInit(), Glypha will call this function to see…
// if the current Mac we're running on is capable of running Glypha.
void CheckEnvirons (void)
{
if (!DoWeHaveColor()) // We absolutely need Color QuickDraw.
RedAlert("\pGlypha II only runs in 256 colors.");
if (!DoWeHaveSystem605()) // We absolutely need System 6.0.5. or more recent.
RedAlert("\pGlypha II requires System 6.0.5 or better to run.");
// If we passed the above 2 tests, get a…
FindOurDevice(); // handle to the main device (monitor).
wasDepth = WhatsOurDepth(); // Find out our monitor's depth.
if (wasDepth != 8) // If it's not 8-bit we'll need to switch depths.
{ // Test 1st to see if monitor capable of 8-bit.
if (CanWeDisplay8Bit(thisGDevice))
SwitchToDepth(8, TRUE); // If so, switch to 256 colors.
else // If not, we have to quit.
RedAlert("\pGlypha II only runs in 256 colors.");
}
}
//-------------------------------------------------------------- OpenMainWindow
// This is a simple function that merely opens up a large black window and…
// centers it in the monitor. It assumes a 'WIND' (window) resource, which if you…
// look at the resource file in ResEdit, you'll find it also has a 'WCTB'…
// (window color table) resource. The 'WCTB' resource specifies a content…
// color of black - thus this window comes up black.
void OpenMainWindow (void)
{
SetRect(&mainWindowRect, 0, 0, 640, 460); // Our window size.
mainWindow = GetNewCWindow(128, 0L, kPutInFront); // Load window from resource.
// Make it the right size.
SizeWindow((GrafPtr)mainWindow, mainWindowRect.right - mainWindowRect.left,
mainWindowRect.bottom - mainWindowRect.top, FALSE);
// Center the window.
MoveWindow((GrafPtr)mainWindow, (qd.screenBits.bounds.right - 640) / 2,
((qd.screenBits.bounds.bottom - 480) / 2) + LMGetMBarHeight(), TRUE);
ShowWindow((GrafPtr)mainWindow); // Now display it.
SetPort((GrafPtr)mainWindow); // Make its port current.
ClipRect(&mainWindowRect); // Set its clip region.
CopyRgn(mainWindow->clipRgn, mainWindow->visRgn); // Set its visRgn.
ForeColor(blackColor); // Set its pen color to black.
BackColor(whiteColor); // Set background color white.
}
//-------------------------------------------------------------- InitMenubar
// This function loads up the menus and displays the menu bar.
void InitMenubar (void)
{
appleMenu = GetMenu(128); // Get the Apple menu (About…).
if (appleMenu == 0L) // See that it loaded okay.
RedAlert("\pCouldn't Load Menus Error");
AddResMenu(appleMenu, 'DRVR'); // Add Desk Accesories.
InsertMenu(appleMenu, 0); // Add to menu bar.
gameMenu = GetMenu(129); // Next load the Game menu.
if (gameMenu == 0L) // Make sure it loaded as well.
RedAlert("\pCouldn't Load Menus Error");
InsertMenu(gameMenu, 0); // And add it next to the menu bar.
optionsMenu = GetMenu(130); // Finally load the Options menu.
if (optionsMenu == 0L)
RedAlert("\pCouldn't Load Menus Error");
InsertMenu(optionsMenu, 0); // And insert it.
DrawMenuBar(); // Now display the menu bar.
}
//-------------------------------------------------------------- InitVariables
// This function is called only once. It initializes all the global variables…
// used by Glypha. It may not in fact be necessary to initialize many of these…
// (your compiler should ensure that all globals are set to zero when your app…
// launches), but it's a good idea to NEVER TRUST YOUR COMPILER.
void InitVariables (void)
{
short i;
quitting = FALSE; // I won't describe every one of these, many are…
playing = FALSE; // self explanatory. Suffice it to say that first…
pausing = FALSE; // I'm initializing all the Boolean variables.
canPlay = FALSE;
whichList = TRUE;
helpOpen = FALSE;
scoresOpen = FALSE;
openTheScores = FALSE;
numLedges = 3; // Number of ledges in the "arena".
beginOnLevel = 1; // First level to begin playing.
levelOn = 0; // Level number player is on.
livesLeft = kInitNumLives; // Number of player lives.
theScore = 0L; // Player's score (notice it's a long!).
wasTensOfThousands = 0L; // For tracking when player gets an extra life.
GenerateLightning(320, 240); // Initialize a lightning bolt.
backSrcRect = mainWindowRect; // Create background offscreen pixmap.
ZeroRectCorner(&backSrcRect);
backSrcMap = 0L;
CreateOffScreenPixMap(&backSrcRect, &backSrcMap);
LoadGraphic(kBackgroundPictID);
workSrcRect = mainWindowRect; // Create "work" offscreen pixmap.
ZeroRectCorner(&workSrcRect);
workSrcMap = 0L;
CreateOffScreenPixMap(&workSrcRect, &workSrcMap);
SetRect(&obSrcRect, 0, 0, 20, 418);
obeliskSrcMap = 0L; // Create pixmap to hold "obelisk" graphics.
CreateOffScreenPixMap(&obSrcRect, &obeliskSrcMap);
LoadGraphic(kObeliskPictID);
SetRect(&obeliskRects[0], 0, 0, 20, 209);
OffsetRect(&obeliskRects[0], 0, 0);
SetRect(&obeliskRects[1], 0, 0, 20, 209);
OffsetRect(&obeliskRects[1], 0, 209);
SetRect(&obeliskRects[2], 0, 0, 20, 209);
OffsetRect(&obeliskRects[2], 161, 250);
SetRect(&obeliskRects[3], 0, 0, 20, 209);
OffsetRect(&obeliskRects[3], 457, 250);
SetRect(&playerSrcRect, 0, 0, 48, 436);
playerSrcMap = 0L; // Create pixmap to hold "player" graphics.
CreateOffScreenPixMap(&playerSrcRect, &playerSrcMap);
LoadGraphic(kPlayerPictID);
playerMaskMap = 0L;
CreateOffScreenBitMap(&playerSrcRect, &playerMaskMap);
LoadGraphic(kPlayerMaskID);
SetRect(&enemyWalkSrcRect, 0, 0, 48, 576);
enemyWalkSrcMap = 0L; // Create pixmap to hold "enemy" graphics.
CreateOffScreenPixMap(&enemyWalkSrcRect, &enemyWalkSrcMap);
LoadGraphic(kEnemyWalkPictID);
enemyWalkMaskMap = 0L;
CreateOffScreenBitMap(&enemyWalkSrcRect, &enemyWalkMaskMap);
LoadGraphic(kEnemyWalkMaskID);
SetRect(&enemyFlySrcRect, 0, 0, 64, 480);
enemyFlySrcMap = 0L;
CreateOffScreenPixMap(&enemyFlySrcRect, &enemyFlySrcMap);
LoadGraphic(kEnemyFlyPictID);
enemyFlyMaskMap = 0L;
CreateOffScreenBitMap(&enemyFlySrcRect, &enemyFlyMaskMap);
LoadGraphic(kEnemyFlyMaskID);
for (i = 0; i < 12; i++)
{ // Set up enemy source rectangles.
SetRect(&enemyRects[i], 0, 0, 48, 48);
OffsetRect(&enemyRects[i], 0, 48 * i);
}
for (i = 0; i < 12; i++)
{
SetRect(&enemyRects[i + 12], 0, 0, 64, 40);
OffsetRect(&enemyRects[i + 12], 0, 40 * i);
}
SetRect(&enemyInitRects[0], 0, 0, 48, 1);
OffsetRect(&enemyInitRects[0], 72, 284);
SetRect(&enemyInitRects[1], 0, 0, 48, 1);
OffsetRect(&enemyInitRects[1], 520, 284);
SetRect(&enemyInitRects[2], 0, 0, 48, 1);
OffsetRect(&enemyInitRects[2], 72, 105);
SetRect(&enemyInitRects[3], 0, 0, 48, 1);
OffsetRect(&enemyInitRects[3], 520, 105);
SetRect(&enemyInitRects[4], 0, 0, 48, 1);
OffsetRect(&enemyInitRects[4], 296, 190);
SetRect(&eggSrcRect, 0, 0, 24, 24);
eggSrcMap = 0L; // Create pixmap to hold "egg" graphics.
CreateOffScreenPixMap(&eggSrcRect, &eggSrcMap);
LoadGraphic(kEggPictID);
eggMaskMap = 0L;
CreateOffScreenBitMap(&eggSrcRect, &eggMaskMap);
LoadGraphic(kEggMaskID);
SetRect(&eyeSrcRect, 0, 0, 48, 124);
eyeSrcMap = 0L; // Create pixmap to hold "eye" graphics.
CreateOffScreenPixMap(&eyeSrcRect, &eyeSrcMap);
LoadGraphic(kEyePictID);
eyeMaskMap = 0L;
CreateOffScreenBitMap(&eyeSrcRect, &eyeMaskMap);
LoadGraphic(kEyeMaskID);
for (i = 0; i < 4; i++)
{
SetRect(&eyeRects[i], 0, 0, 48, 31);
OffsetRect(&eyeRects[i], 0, i * 31);
}
SetRect(&handSrcRect, 0, 0, 56, 114);
handSrcMap = 0L; // Create pixmap to hold "mummy hand" graphics.
CreateOffScreenPixMap(&handSrcRect, &handSrcMap);
LoadGraphic(kHandPictID);
handMaskMap = 0L;
CreateOffScreenBitMap(&handSrcRect, &handMaskMap);
LoadGraphic(kHandMaskID);
SetRect(&handRects[0], 0, 0, 56, 57);
OffsetRect(&handRects[0], 0, 0);
SetRect(&handRects[1], 0, 0, 56, 57);
OffsetRect(&handRects[1], 0, 57);
SetRect(&grabZone, 0, 0, 96, 108);
OffsetRect(&grabZone, 48, 352);
SetRect(&idleSrcRect, 0, 0, 48, 48);
idleSrcMap = 0L; // Create pixmap to hold "shielded player".
CreateOffScreenPixMap(&idleSrcRect, &idleSrcMap);
LoadGraphic(kIdlePictID);
SetRect(&flameSrcRect, 0, 0, 16, 64);
flameSrcMap = 0L; // Create pixmap to hold "torch" graphics.
CreateOffScreenPixMap(&flameSrcRect, &flameSrcMap);
LoadGraphic(kFlamePictID);
SetRect(&flameDestRects[0], 0, 0, 16, 16);
OffsetRect(&flameDestRects[0], 87, 325);
SetRect(&flameDestRects[1], 0, 0, 16, 16);
OffsetRect(&flameDestRects[1], 535, 325);
for (i = 0; i < 4; i++)
{
SetRect(&flameRects[i], 0, 0, 16, 16);
OffsetRect(&flameRects[i], 0, i * 16);
}
SetRect(&numberSrcRect, 0, 0, 8, 121);
numberSrcMap = 0L; // Create pixmap to hold "score numbers".
CreateOffScreenPixMap(&numberSrcRect, &numberSrcMap);
LoadGraphic(kNumberPictID);
for (i = 0; i < 11; i++)
{
SetRect(&numbersSrc[i], 0, 0, 8, 11);
OffsetRect(&numbersSrc[i], 0, 11 * i);
}
SetRect(&numbersDest[0], 0, 0, 8, 11); // # of lives digit 1
OffsetRect(&numbersDest[0], 229, 443);
SetRect(&numbersDest[1], 0, 0, 8, 11); // # of lives digit 2
OffsetRect(&numbersDest[1], 237, 443);
SetRect(&numbersDest[2], 0, 0, 8, 11); // score digit 1
OffsetRect(&numbersDest[2], 293, 443);
SetRect(&numbersDest[3], 0, 0, 8, 11); // score digit 2
OffsetRect(&numbersDest[3], 301, 443);
SetRect(&numbersDest[4], 0, 0, 8, 11); // score digit 3
OffsetRect(&numbersDest[4], 309, 443);
SetRect(&numbersDest[5], 0, 0, 8, 11); // score digit 4
OffsetRect(&numbersDest[5], 317, 443);
SetRect(&numbersDest[6], 0, 0, 8, 11); // score digit 5
OffsetRect(&numbersDest[6], 325, 443);
SetRect(&numbersDest[7], 0, 0, 8, 11); // score digit 6
OffsetRect(&numbersDest[7], 333, 443);
SetRect(&numbersDest[8], 0, 0, 8, 11); // # of level digit 1
OffsetRect(&numbersDest[8], 381, 443);
SetRect(&numbersDest[9], 0, 0, 8, 11); // # of level digit 2
OffsetRect(&numbersDest[9], 389, 443);
SetRect(&numbersDest[10], 0, 0, 8, 11); // # of level digit 3
OffsetRect(&numbersDest[10], 397, 443);
SetRect(&playerRects[0], 0, 0, 48, 37);
OffsetRect(&playerRects[0], 0, 0);
SetRect(&playerRects[1], 0, 0, 48, 37);
OffsetRect(&playerRects[1], 0, 37);
SetRect(&playerRects[2], 0, 0, 48, 37);
OffsetRect(&playerRects[2], 0, 74);
SetRect(&playerRects[3], 0, 0, 48, 37);
OffsetRect(&playerRects[3], 0, 111);
SetRect(&playerRects[4], 0, 0, 48, 48);
OffsetRect(&playerRects[4], 0, 148);
SetRect(&playerRects[5], 0, 0, 48, 48);
OffsetRect(&playerRects[5], 0, 196);
SetRect(&playerRects[6], 0, 0, 48, 48);
OffsetRect(&playerRects[6], 0, 244);
SetRect(&playerRects[7], 0, 0, 48, 48);
OffsetRect(&playerRects[7], 0, 292);
SetRect(&playerRects[8], 0, 0, 48, 37); // falling bones rt.
OffsetRect(&playerRects[8], 0, 340);
SetRect(&playerRects[9], 0, 0, 48, 37); // falling bones lf.
OffsetRect(&playerRects[9], 0, 377);
SetRect(&playerRects[10], 0, 0, 48, 22); // pile of bones
OffsetRect(&playerRects[10], 0, 414);
MoveTo(0, 0); // Generate clipping region that excludes the obelisks.
playRgn = NewRgn(); // Create empty new region.
OpenRgn(); // Open region for definition.
LineTo(0, 450); // Walk around the vertices of our region.
LineTo(161, 450);
LineTo(161, 269);
LineTo(172, 250);
LineTo(182, 269);
LineTo(182, 450);
LineTo(457, 450);
LineTo(457, 269);
LineTo(468, 250);
LineTo(478, 269);
LineTo(478, 450);
LineTo(640, 450);
LineTo(640, 0);
LineTo(0, 0);
CloseRgn(playRgn); // Stop region definition.
MoveHHi((Handle)playRgn);
HLock((Handle)playRgn);
SetRect(&platformSrcRect, 0, 0, 191, 192);
platformSrcMap = 0L; // Create pixmap to hold "platform" graphic.
CreateOffScreenPixMap(&platformSrcRect, &platformSrcMap);
LoadGraphic(kPlatformPictID);
for (i = 0; i < 6; i++)
{
SetRect(&platformCopyRects[i], 0, 0, 191, 32);
OffsetRect(&platformCopyRects[i], 0, 32 * i);
}
SetRect(&platformCopyRects[6], 233, 190, 424, 222);
SetRect(&platformCopyRects[7], 0, 105, 191, 137);
SetRect(&platformCopyRects[8], 449, 105, 640, 137);
// These are the platforms. See diagram for numbering.
SetRect(&platformRects[0], 206, 424, 433, 438); //_______________
SetRect(&platformRects[1], -256, 284, 149, 298); //
SetRect(&platformRects[2], 490, 284, 896, 298); //--3-- --4--
SetRect(&platformRects[3], -256, 105, 149, 119); // --5--
SetRect(&platformRects[4], 490, 105, 896, 119); //--1-- --2--
SetRect(&platformRects[5], 233, 190, 407, 204); //_____--0--_____
for (i = 0; i < 6; i++)
{ // "Hot rects" to sense if player landing on platform.
touchDownRects[i] = platformRects[i];
touchDownRects[i].left += 23;
touchDownRects[i].right -= 23;
touchDownRects[i].bottom = touchDownRects[i].top;
touchDownRects[i].top = touchDownRects[i].bottom - 11;
}
SetRect(&helpSrcRect, 0, 0, 231, 398);
helpSrcMap = 0L; // Create pixmap to hold "help screen" graphic.
CreateOffScreenPixMap(&helpSrcRect, &helpSrcMap);
LoadGraphic(kHelpPictID);
SetPort((GrafPtr)mainWindow);
}
//-------------------------------------------------------------- ShutItDown
// This function is called when the player has chosen to quit Glypha.
// It "should" probably do more, but in fact all it does is to restore…
// their Mac's monitor back to the depth it was before they launched…
// Glypha (recall that we may have changed it to 8-bit).
void ShutItDown (void)
{
if (wasDepth != WhatsOurDepth()) // Need only switch if wasn't 8-bit.
SwitchToDepth(wasDepth, TRUE); // Switch back to out "old" depth.
}